/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
Controller that simulates physics based on the physics asset of the skeletal mesh component
struct FAnimNode_RigidBody : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
FBoneReference
BaseBoneRef
Matters if SimulationSpace is BaseBone
uint8:  1
bClampLinearTranslationLimitToRefPose
Correct for linear tearing on bodies with all axes Locked.
uint8:  1
bEnableWorldGeometry
bool
bForceDisableCollisionBetweenConstraintBodies
Whether to allow collisions between two bodies joined by a constraint
uint8:  1
bFreezeIncomingPoseOnStart
When simulation starts, freeze incoming pose.
uint8:  1
bOverrideWorldGravity
uint8:  1
bTransferBoneVelocities
When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.
bool
bUseExternalClothCollision
If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object.
float
CachedBoundsScale
Scale of cached bounds (vs. actual bounds).
FVector
ComponentAppliedLinearAccClamp
When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.
FVector
ComponentLinearAccScale
When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.
FVector
ComponentLinearVelScale
When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity.
float
EvaluationResetTime
If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation.
FVector
ExternalForce
Applies a uniform external force in world space.
TEnumAsByte< EC...
OverlapChannel
The channel we use to find static geometry to collide with
TObjectPtr<UPh...
OverridePhysicsAsset
Physics asset to use. If empty use the skeletal mesh's default physics asset
FVector
OverrideWorldGravity
Override gravity
FSimSpaceSettin...
SimSpaceSettings
Settings for the system which passes motion of the simulation's space into the simulation.
ESimulationSpac...
SimulationSpace
What space to simulate the bodies in. This affects how velocities are generated
ESimulationTimi...
SimulationTiming
Whether the physics simulation runs synchronously with the node's evaluation or is run in the background until the next frame.
float
WorldSpaceMinimumScale
For world-space simulations, if the magnitude of the component's 3D scale is less than WorldSpaceMinimumScale, do not update the node.